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socola
The idea of balancing all skills is completely utopian and absurd, in my opinion. It's normal that there are top-tier skills and weaker ones – the game is based on this.

I disagree. In the World Tournament project, for example, despite all its flaws and shortcomings, the skills were quite well balanced, although the implementation wasn't entirely successful from an atmospheric point of view. It is possible to balance and equalize skills; in this example, it was achieved with properties and mysticism (as well as several other skills) simply by adjusting the numbers. So why not do it?

The fact that the game is based on top-tier skills is true only for the current version of the game. Raising weaker skills to an adequate level is more than achievable.

It seems to me that since you've already started working on properties and mysticism, raise them to a reasonable level. Increasing variability and diversity is one of the main goals of the Hota project, as far as I know, so please implement this variability and diversity in the skills.
In reply to Docent Picolan
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Docent Picolan

...The comparison is completely incorrect. Firstly, everyone plays basketball in this example, but some play as professional athletes, while others play as ordinary amateur players. In absolute numbers, the latter constitute the vast majority. It is thanks to them that professional basketball exists and develops; it is their funds that make up the budget of basketball as an industry, because merchandise/balls/accessories are bought by ordinary players and fans...

But in my opinion, the comparison is perfectly correct. The vast majority come to watch matches featuring professional basketball players. The same applies to Heroes; strong online players attract the largest audience on streaming services, which popularizes the game. Therefore, considering the opinions of such players is very useful for the developers themselves.
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Thank you for the new HotA! Question about the Wastes – is there any way to play with them? Perhaps there are scenarios with the new landscape, or can they be enabled on existing maps?
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Well, on many XL+U, Diamond, and other templates, areas with wastelands can appear. Before the Factory was added, it was just another neutral landscape – like sand, for example.

Also, I've already seen on some custom templates that people are using wastelands. And, of course, on fixed maps. There are currently two in the collection where you can explore the wastelands: Gold Rush, Great Wasteland.
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Good afternoon.
I would like to once again thank the HotA developers for the excellent New Year's gift. The Wastes are absolutely amazing, a solid ten out of ten for atmosphere and visuals, and I personally really enjoyed the music. The new Mysticism was a pleasant surprise – testing revealed that a starting mage hero with Mysticism (for example, Axis) now develops much more quickly and is less critical of the absence of a well within sight range. Interference pleased me with the fact that it allowed me to restore Resistance to its classic form, and thus HotA took the last step away from WoG, which abuses "balancing" skills under old icons.

Interference gave me an idea, which I will present as a separate suggestion. Perhaps it has already been suggested (and rejected), but I can't read the entire forum, sorry.

Background.
A mage can change matter, move it, and give it various properties through the power of his mind. But what if he allows doubts to cloud his mind? What if the distrust of others is stronger than his faith in miracles?
From this, we derive the skill – Confusion/Subjugation/Suppression/Oppression.
At basic, advanced, and expert levels, it reduces the SP reserve (or knowledge with a corresponding reduction in the SP reserve – the mechanics should be better thought out by specialists) by 5/10/15% (values are negotiable).
A specialist in this skill is up to the lore specialists, but even Tarnum fits here (as a wild barbarian who doesn't really like magic and once countered Bracadoune).
Artifacts – for some reasons, it is highly desirable that they compete with Interference artifacts for their slots and do not give a very large bonus (so that a well-developed specialist hero does not become worse than a sphere of prohibition for a pumped-up mage due to the complete absence of magic points or almost complete absence of magic points and a funny amount of power with which he can use the available magic).

Alternatively, this skill can be introduced instead of the unpopular Eagle Eye. In this case, specialists in it can become specialists in the new skill with a slightly rewritten trivial (although, in fact, not quite – there are mages who are specialists in Eagle Eye). At the same time, the dispersion by reducing the probability of finding a must-have for dad will not increase, and the new skill will be much more interesting and useful in the future than Eagle Eye (if it drops).
The skill does not go beyond the classics and does not stand out from the general range of skills. The skill is not an overpowered or situational outsider. The skill fits well into the lore and does not violate the game mechanics. The skill essentially duplicates the work of Interference (but not exactly) and will not look like a crude addition.
The downside is that mages already have reduced intelligence. The upside is that in the late game, there will be a chance to take a significant chunk of the enemy mage's elementals, even before the battle begins, with an expert in Intelligence, 50 knowledge, and the ability to visit mana vortexes (x2 mana) and a source of magic (x2 mana) (a total of 3k mana).

As a countermeasure, you can also introduce the skill Freedom of Thought (or rewrite Eagle Eye for it, if the first suggestion is to be introduced separately, hmm).
A magical skill that, at basic/advanced/expert levels, reduces the effectiveness of Interference and Confusion/Suppression/Subjugation/Oppression by 20/35/50%, respectively (numerical coefficients are up to the specialists).
Artifacts – +5/10/15%, respectively.
Specialist – +5% per level, which will allow you to do without artifacts at high levels of pumping (but not exactly).
The upside is that it is not a must-have, but a very useful skill in general, allowing a mage to survive even if he is facing a pumped-up specialist who has set out to reduce the effectiveness and number of enemy spells in general. It allows you to significantly change Eagle Eye and – for once! – make it not a laughingstock, but a normal ability. In theory, it will give specialists on large maps the opportunity not only to raid mills but also to fight.

I hope I managed to come up with something remotely logical and structured. It's still night, and my thoughts are a little scattered. In any case, I will be happy to discuss/read your assessments.
I will leave the coefficients and other joys to the professionals and balancers. I will be glad if the idea is accepted; I will be no less glad to hear an explanation of why, in fact, not.
All the best, creative success, and more grateful audience. Thank you for the game.
Вы все еще строите капитолий? Тогда мы идем к вам!
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They say it's harmful to keep things bottled up. :) So, here's another batch of improvements for some lackluster skills. Maybe someone will find it interesting.

Keen Eye

During battle, ON YOUR TURN, it allows you to see:

Level 1: If the hero with this skill is no more than 2 levels behind the enemy hero, they can see the enemy's equipped artifacts.

Level 2: If the hero with this skill is no more than 3 levels behind the enemy hero, they can see the enemy's equipped artifacts.

Level 3: If the hero with this skill is no more than 4 levels behind the enemy hero, they can see the enemy's equipped artifacts and their skills.

This skill becomes quite useful. At the same time, it eliminates the possibility of immediately revealing a newly purchased artifact. If the main hero is level 15, only a hero of level 13-11 can reveal them. Plus, you need to take care of the first speed stat. It's possible to check a hero from the dungeon in the center. But, there's always randomness and chaos with them – sometimes they become main heroes and win games... ))))

Training

Currently, it increases the hero's acquired experience by 5%/10%/15%.

It will increase the hero's acquired experience by 10%/15%/20%. Plus, at the third level of the skill, during an exchange, it allows a hero with Training to share experience. However, the level of the donating hero is capped at 15.

It's calculated as follows: lvl / 2.25 = the level to which you can upgrade another hero (rounded down).

If a hero is level 5, then: 5 / 2.25 = 2.22 = 2. That is, they can level up a level 1 hero to level 2. But they can't level up a level 2 hero.
A level 4 hero – levels up to 2
A level 6, 7 hero – levels up to 3.
A level 8, 9, 10 hero – levels up to 4
A level 11, 12 hero – levels up to 5
A level 13, 14 hero – levels up to 6
A level 15 hero – levels up to 7

A very situational skill. It will be used more in the second half or the finale of the game (depending on the map size). But at least it will be used, unlike now. Due to the 15-level cap on the donating hero, the skill won't be unbalanced on large maps. And due to the rounding, it can be used even on smaller maps.

Mechanisms (new skill)

Mechanisms include: ballista, cannon, tent, cart, catapult.

Level 1: gives all mechanisms +50 HP.

Level 2: gives all mechanisms +100 HP.

Level 3: gives all mechanisms +150 HP, and also:

cart – +5% damage to ranged units
tent – instead of healing, now works as a resurrection
ballista – +1 attack
catapult – +1 attack
cannon – +4 shots

It significantly buffs combat machines. But, for this, you need to level up the skill to level 3, and it's also very desirable to have special healing/artillery/ballistics skills – only then will it be really effective. But only specialized heroes, who are currently useless (if not counting Jeremy), will be able to gather all of this. But this skill can change that. Plus, the HP boost is very important. This is not only insurance so that investments in two skills don't become useless due to a single arrow/burn, but also so that the opponent can understand in advance, based on the amount of HP, what awaits them. For example, that they should pay attention to the cart. :)

First Aid

Gives control over the first aid tent, and also heals from 1 to 50 plus

Level 1: knowledge*3

Level 2: knowledge*4

Level 3: knowledge*5

A hero with 3 knowledge will heal for 10-59/13-62/16-65
A hero with 30 knowledge will heal for 91-140/121-170/151-200

Even without the "Mechanisms" skill, a hero with this skill can be a good support unit for clearing out a respawn point (having one phoenix in the army, for example). A very good support unit that you won't want to dismiss!

In conclusion

In general, the skills have become stronger, but they don't reach main hero level. However, if offered, Keen Eye or First Aid, you might even consider it. :) And you can also take them with the intention of making them a main hero. And support units will immediately become more interesting and useful. You won't look at 80% of the heroes as just errand boys – "go away, don't bother me." You'll be able to create all sorts of different strategies with different sets of heroes.
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Tavern: display the strongest hero (calculate based on stats, for example). Skill Remake: increase learning to 25%. Mage Guild: destroyed up to level 3 when captured by an opponent. Timer: teach players how to play with a fast timer, for example, 10:5:2 on x3dm1. It shouldn't be the case that the hero immediately gains access to the land and requires a lot of time.
672466033
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s

Тут делимся книгами /topic/at/1139927/
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Good morning to everyone. A huge thank you to the Hota developers. The Cove is beautifully drawn and voiced; I would really like to request that the original hero avatars be redrawn. I'll add my "two cents"... Suggestion #1: [..Ring of Cold..] Move the "Ring of Cold" from Heroes of Might and Magic III to Heroes of Might and Magic IV, change the modifiers from x10 to x25, and increase the cost (i.e., make it an analogue of "Meteor Shower"). - Water will have a decent damage skill. - The development effort for the developers is minimal - change the modifiers and move it to Heroes of Might and Magic IV. - Castle will have a good hero - Adelaide (she will be an analogue of Dimera). Suggestion #2: [..Loïnès..] Change Loïnès' "Learning" skill to "Water Magic." Suggestion #3: [...Learning...] After learning all skills (~20+ levels), it allows you to replace "Expert Learning" with a NEW "basic" skill when you gain a new level.
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It would be a logical (and atmospheric) enhancement to the offensive magic of water to add a slowing effect to the Ice Bolt and Ring of Cold spells (e.g., 1 round for advanced water magic and 2 rounds for expert water magic). However, simply adding a slowing effect for a number of rounds equal to the spell level wouldn't be overpowered; it would be a reasonable enhancement. In many games, when you cast a cold spell, it slows down opponents in addition to dealing damage.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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=Lizard=
A quite logical (and atmospheric) buff to offensive water magic would be to add a slow effect to Ice Bolt and Ring of Frost (for example, for 1 round with advanced water and for 2 rounds with expert). However, simply adding a slow effect for a number of rounds equal to SP wouldn't look imba either. But rather a normal buff. In many games, when you shoot cold, it slows down enemies along with dealing damage.

+++

There is also a somewhat crazy idea for a set artifact (perhaps it has already been mentioned).

Sword of the Slayer/Infernal Blade
Type: Weapon (set)
Price: 25000

Assembled from:
Sword of Hellfire
Shield of the Damned
Breastplate of Brimstone
Hellstorm Helmet

+6 attack, +6 defense, +5 spell power and +5 knowledge.
At the start of battle, it casts an expert-level Slayer spell on all friendly squads for SP (or classic 50) rounds.

Optionally, some -X to opponent's luck could be added to the set bonuses, since the Inferno theme is evident :)

It will become a bit easier to take Dragon Utopia :) or cut out the opponent's level 7 stacks in the finale and corresponding level 7 stacks of ГО. On Clash, this set might potentially show some interesting colors)
In reply to Allurr
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I agree, both suggestions are valid. :smile54:
The first one would increase water production without introducing new spells.
The second one – why not, it could even have a negative luck effect.
The Ogre Club isn't collected that often, and it wouldn't have a significant impact on the game, but it would add some variety.
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Good morning to everyone. Proposal #4: [...Blizzard or Metel...]

- Animation similar to Armageddon's Blade, but with white droplets (to avoid overworking the developers).
- Damage is dealt vertically, from one edge to the other, with a width of 2-4-6 cells, depending on the level of water magic.
- Damage ranges from x25 to x40.
- Slowing effect based on SP.
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Proposal #3 (ver2) [..Learnability..]

Make "Learnability" analogous to "University" or "Magic University",
When the skill is activated, choose 1 of 4 random skills or schools of magic.

Proposal #5 [..Eagle Eye..]

In addition to the skill, it allows you to learn spells from an ally, similar to a student, but in one direction and up to level 5.
In reply to lexis12
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lexis12
Proposal #3 (ver2) [..Learnability..]

Make "Learnability" analogous to "University" or "Magic University",
When the ability is activated, choose 1 of 4 random abilities or schools of magic.

Proposal #5 [..Eagle Eye..]

In addition to the ability, it allows you to learn spells from an ally, similar to a student, but in one direction and up to level 5.
Yeah, I saw the opponent's damage dealer and retrained Kappa ^-)
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Suggestion regarding secondary skills: improve the "training" skill, similar to Heroes of Might and Magic V. First, increase the percentage to 10, 20, 30, and after each 2nd or 3rd level increase, additionally grant 1 primary skill.

Also, a question: will new magic be added, and will rarely used magic, such as "remove obstacle," be removed?

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